Arctic Wasteland

20060613

DnD Redux: Sorcerer

The current incarnation of DnD suffers from what the software industry calls 'feature creep' - there's too much content to effectively deal with. Instead of commenting upon and then ignorning the problem, I thought I would add to it - with a revamp of the base classes. I intend to provide replacement base classes for the Fighter, Cleric, Rogue, Mage and Sorceror. Then I will provide prestige classes for the Barbarian, Bard, Druid, Paladin and Ranger. I hope you find them interesting...

DnD Redux: Sorcerer
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Sorcerers are a generic term among the educated elite of societies for those individuals that manipulate the forces that power magic through sheer will and natural ability. Instead of harnessing and focusing their will through ritual, they instead allow it to flow like a raging torrent through them. They are less able to control the outcome of their effects, but are capable of handling a much greater flow of magic as they gain in experience and skill. To compare the art of wizard to the art of a sorceror is to compare a human-controlled river to an roaring torrent.

Because of the way in which they deal with the primal forces sorcerers are tempestous and passionate; some argue it is these traits that instead all them access to magic. Whatever the source, as 'firey as a sorcerer' is a common insult in lands that sorcerers call home, and most people learn to speak softly around them. Angering someone who can turn you to ash with a word and gesture is typically never a good idea.

Class Information
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Hit Dice: Weak (D8)
Attribute Bonuses: +1 CHA / 4 lvl, +1 WIS / 8 lvl.
Skill Points: Weak (INT bonus x 3)
BAB: Weak (+0.5)

Strong Saves: Will (+0.75)
Strong Skills: Concentration, Spellcraft, Use Magic Device

Class Abilities
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(Spontaneous Spellcasting) - A sorcerer gains the ability to generate spell effects through sheer force of will. Unlike their wizardly brethren, they require no reagents or components to articulate their magical desires - they simply are birthed into the world.

Learning Spells
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Sorcerers use Charisma (CHA) as their spellcasting attribute. Before a sorcerers can generate a spell effect, they must have a natural CHA bonus equal to the level of the spell being cast. Bonuses to CHA, such as from magical items or existing spell effects, do not count towards this limit.

At any given time, a sorcerers knows a number of spells equal to their class level plus their natural CHA bonus. These spells can be from both the divine and the arcane lists, and can be of any spell level the caster desires.

Any time the sorcerer's class level increases or their natural CHA bonus increases, they may choose to immediately learn new spells. Only the spells for the increase may be instantly learned - if a sorcerer has other open spell slots those must be learned through trial and error.

To learn a new spell otherwise, a sorcerers needs to several days experimenting with their powers in an attempt to shape magic to their desires. During this time, they are effectively generating wild magic surges that threaten everything around them; many sorcerers find that they are unwelcome around others during this time. A caster needs 10 days for every level of the spell to learn a spell, minus their class level and CHA bonus. In other words, time = spell level - (class level + CHA bonus). A sorcerer can never learn a new spell effect in less than a day, and during each 'day' the sorcerer must spend at least 12 hours in deep focus on the task of learning the new spell.
Optional: Any interruptions in the learning process can set the sorcerer back completely. Each time an interruption happens, the sorcerer must make a Spellcraft check against a DC equal to 10 plus the spell level. Every interruption after the first, even those that happen on a different day, adds a +2 circumstance penalty to the DC. If the sorcerer fails the check, he loses a number of days equal to the spell level in progress and must make them up again.

A sorcerer can choose to 'unlearn' a spell at any time. They must not use the spell for a number of days equal to the spell level, at which point that spell is lost to them and must be relearned before it can be cast again.

Casting a Spell
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Because their spells are powered through force of will alone, sorcerers do not need reagents to focus their will. Many sorcerers do use ritual either through word or action to focus their will however, so the differences between a sorcerer and a wizard to a commoner is typically only that the sorcerer smells better (since they have no need to carry around bat guano). .Sorcerers automatically gain the 'Eschew Materials' feat at first level.

Activating a spell for a sorcerer requires a full round action, regardless of the complexity or the spell and of any meta-magic feats employed in the spell. Because of the intense concentration necessary to cast their magic, sorcerers automatically count as casting defensively whenever they cast as spell. However, sorcerers that are exposed to severe distractions have to make a concentration check to successfully cast their spell.
.Sorcerers suffering from negative effects (being frightened, etc) must pass a Concentration check, DC 20 + negative modifers + spell level to cast a spell.
.Sorcerers do not suffer any casting time penalty from using meta-magic feats. They do suffer from the spell-level penalty associated with mega-magic feats, however.

(Furious Will) - As a sorcerer matures, they learn to harness the raging forces within them and focus their thoughts with an almost unnatural ability. Many believe this ability stems from the dragon's blood within them - smallfolk have tales of powerful magicians who 'rode the Dragon' - that is, because dragon-like in their detachment. Many sorcerers notice only the benefits of this effect, never realizing their detachment growing stronger each day.
.Sorcerers gain a +1 innate bonus to their Will save at level 4, 8, 12, 16 and 20.
.Sorcerers gain a +1 innate bonus to Concentration checks every level.
.Sorcerers gain a -1 innate penalty to CHA skills at level 4, 8, 12, 16 and 20.

(Familiar)
- At some point in their career, a sorcerer feels a draw to connect with a familiar, a magical construct that provides the sorcerer with companionship and strength. Each familiar is unique in both form and temperament, though all share a deep link with their sorcerer. Familiars, regardless of their shape, all possess the following attributes:

20050730

Games Workshop has lost it's way

For the fans of the corporate giant, it is a bittersweet time. Never before has higher quality miniatures come out from the hallowed halls of the Nottingham giant; and never before have they had such an obscene price tag associated with them. Perhaps the most encouraging development are the newest codexes and army books - though many of the 40k codexes seem like tired rehashes of the same stories we have heard over and over again.

And in truth, the hobby is stronger than it's ever been - it weathered the onslaught of clicky-Knight and clicky-Tech (both of which have lost most of their staying power in recent times). I really shouldn't be complaining - after all, being publically traded means they aren't going anywhere anytime soon (unlike some of the smaller companies). But the 'fiscal responsiblity' that comes with being a publically traded company means they have to maintain their margains; and that means that have to figure out newer and newer ways of taking our money from us.

I suppose it comes down to how much you enjoy the games Games Workshop creates versus their miniatures - there aren't many miniature artists that want to collect a regiment or squad set, after all - they want the cool lord miniature or the squad leader miniature. Both of which are typically available for sale in their own, seperate blister - thank you very much.

Personally, I sit the fence between the two groups. I enjoy the quality of certain models - like Tyrion, or the Space Marine veterans. They are incredible looking models, and I'd love to collect them as pieces of (eclectic) art. But I got into the hobby with my friends - a joined purchase of Warhammer 5th edition; one of us taking the Bretonnian figures and the other the Lizardmen. Since then, I've enjoyed the practice of playing the game over and over again, loving how new army lists and new combinations of the troops you put into practice change the game.

That time is passing though. Previously, it was possible (maybe not reasonable, but possible) to collect at least one or two armies from each of the major game systems, and maybe an army or three for a couple of the minor game systems. Having two fantasy armies, three 40k armies, and an army for Warmaster, Epic 40k, Gothic, two for Mordheim and one for Blood Bowl wasn't going to be *that* outrageous - maybe $1500 to $2000 dollars. Compare the hours of entertainment you get from those miniatures versus that which you'd get form a $2000 computer over the course of 3-4 years. About the same, right?

But the recent price increases - literally a doubling of regimental box prices - means that the above scenario basically can't happen. You are going to have a single army - playing it over and over - until you've run the scenarios you and your friends have into the ground. Sounds fun, right?

Not really. Game Workshop needs to remember that their core profits come from new acquisitions, not from additions or revamps of a person's existing army. It's *really* hard to justify a new Rhino when you've already got 5, right? But a whole new army of blood letters - that's different.

Though it's unlikely to kill the hobby - after all, the cost of their miniatures has tripled since Rogue Trader days - I do mourn for the days when my friends and I could field 12 armies between 4 people.